[PATCH 3/5] d3d10core/tests: Add a basic texturing test.
Henri Verbeet
hverbeet at codeweavers.com
Mon Jan 19 06:44:10 CST 2015
---
dlls/d3d10core/tests/device.c | 215 +++++++++++++++++++++++++++++++++++++++++
1 file changed, 215 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 76830a4..8b51cda 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -2305,6 +2305,220 @@ done:
DestroyWindow(window);
}
+static void test_texture(void)
+{
+ ID3D10RenderTargetView *backbuffer_rtv;
+ D3D10_SUBRESOURCE_DATA resource_data;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ ID3D10SamplerState *sampler_state;
+ ID3D10ShaderResourceView *ps_srv;
+ D3D10_SAMPLER_DESC sampler_desc;
+ ID3D10InputLayout *input_layout;
+ D3D10_BUFFER_DESC buffer_desc;
+ ID3D10Texture2D *backbuffer;
+ unsigned int stride, offset;
+ IDXGISwapChain *swapchain;
+ ID3D10Texture2D *texture;
+ ID3D10VertexShader *vs;
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ D3D10_VIEWPORT vp;
+ unsigned int i, j;
+ ID3D10Buffer *vb;
+ ULONG refcount;
+ DWORD color;
+ HWND window;
+ HRESULT hr;
+
+ static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+ float4 main(float4 position : POSITION) : SV_POSITION
+ {
+ return position;
+ }
+#endif
+ 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
+ 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+ 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+ return t.Sample(s, p);
+ }
+#endif
+ 0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
+ 0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
+ 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+ 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+ 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
+ 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+ };
+ static const struct
+ {
+ float x, y;
+ }
+ quad[] =
+ {
+ {-1.0f, -1.0f},
+ {-1.0f, 1.0f},
+ { 1.0f, -1.0f},
+ { 1.0f, 1.0f},
+ };
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+ static const DWORD bitmap_data[] =
+ {
+ 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+ 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
+ 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
+ 0xffffffff, 0xff000000, 0xff000000, 0xff000000,
+ };
+
+ if (!(device = create_device()))
+ {
+ skip("Failed to create device, skipping tests.\n");
+ return;
+ }
+ window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ swapchain = create_swapchain(device, window, TRUE);
+ hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
+ ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
+ vs_code, sizeof(vs_code), &input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ buffer_desc.ByteWidth = sizeof(quad);
+ buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+
+ resource_data.pSysMem = quad;
+ resource_data.SysMemPitch = 0;
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
+ ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+
+ texture_desc.Width = 4;
+ texture_desc.Height = 4;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D10_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ resource_data.pSysMem = bitmap_data;
+ resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
+
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
+ ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
+
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
+ ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
+
+ sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+ sampler_desc.BorderColor[0] = 0.0f;
+ sampler_desc.BorderColor[1] = 0.0f;
+ sampler_desc.BorderColor[2] = 0.0f;
+ sampler_desc.BorderColor[3] = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = 0.0f;
+
+ hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
+ ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
+ ID3D10Device_IASetInputLayout(device, input_layout);
+ ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*quad);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+ ID3D10Device_VSSetShader(device, vs);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
+ ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
+ ID3D10Device_PSSetShader(device, ps);
+
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ vp.Width = 640;
+ vp.Height = 480;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D10Device_RSSetViewports(device, 1, &vp);
+
+ ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
+
+ ID3D10Device_Draw(device, 4, 0);
+
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
+ ok(compare_color(color, bitmap_data[j + i * 4], 1),
+ "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
+ color, j, i, bitmap_data[j + i * 4]);
+ }
+ }
+
+ ID3D10PixelShader_Release(ps);
+ ID3D10VertexShader_Release(vs);
+ ID3D10SamplerState_Release(sampler_state);
+ ID3D10ShaderResourceView_Release(ps_srv);
+ ID3D10Texture2D_Release(texture);
+ ID3D10Buffer_Release(vb);
+ ID3D10InputLayout_Release(input_layout);
+ ID3D10RenderTargetView_Release(backbuffer_rtv);
+ ID3D10Texture2D_Release(backbuffer);
+ IDXGISwapChain_Release(swapchain);
+ refcount = ID3D10Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+}
+
START_TEST(device)
{
test_create_texture2d();
@@ -2322,4 +2536,5 @@ START_TEST(device)
test_scissor();
test_clear_state();
test_blend();
+ test_texture();
}
--
1.7.10.4
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